Wrecking Crew ’98 Review

One of the few Mario games that never saw release outside of Japan was Wrecking Crew ’98, the third (and so far, final) entry in the Wrecking Crew sub-series, and the last Mario game released on the Super Nintendo in Japan (in the west, Super Mario RPG holds that distinction). As the title implies, the game was released in 1998, and by that point, the Nintendo 64 had been on store shelves for two years, thus Wrecking Crew ’98 missed out on a western release (Japanese gamers seem to better appreciate the joys of the games themselves, no matter the hardware, whereas western gamers have a tendency to only care about what’s new and has the best graphics). That all changed in April of 2024, when Nintendo finally released Wrecking Crew ’98 to the western world via the Nintendo Switch Online service (though all of the game’s text remains untranslated). It’s a shame it took so long for Wrecking Crew ’98 to see a release in the west, because it’s a joy to play, and one of the SNES’s best puzzle games.

That’s right, Wrecking Crew ’98 is a puzzle game, in contrast to the more arcade-style gameplay of its more famous NES predecessor. But that’s kind of what makes Wrecking Crew ’98 so brilliant, it takes the blueprint from the NES game, and shifts it into another genre. In doing so, it makes the Wrecking Crew series’ gameplay deeper and more fun.

The basic gameplay of the NES Wrecking crew title remains intact: you control Mario (or one of a number of other familiar and obscure characters) around a single screen, climb ladders, and break objects with a hammer. Whereas in the previous game Mario simply had to destroy every breakable object to complete a stage, here the player is up against an opponent, giving things a competitive edge. Clearing a stage of breakable objects isn’t good enough, now you need to chain combos together to empty your playing field, while bombarding your opponent’s with more blocks and enemies. If one row of objects reaches the top of the screen, the player (or opponent) has five seconds to start breaking it down, otherwise the game ends.

That may sound like typical falling block puzzler fair, but as stated, combining it with the Wrecking Crew formula makes for a uniquely engaging experience. The fact that the player moves a character around the board (as opposed to simply flipping the blocks) already makes it one of the more distinct puzzle games of its time.

Colored blocks replace the breakable walls from the NES game, with the player being able to destroy the blocks by simply hitting them, or by strategically lining up three to five blocks of the same color to start flooding their opponent’s board. Along with running and jumping, the player can use an action button to hit the block the character is standing in front of or use the same button to pull the switches on the left side of the board, which moves the corresponding row of blocks. There are also “brick blocks” that hide one of the color blocks inside (whack it once to reveal the color block, and a second time to destroy it if need be). The player also has access to what I call the “Drop Button” (the X button on the basic setup on a Switch controller). The drop button will drop a few extra blocks on the player’s own board. That may sound counterproductive, but it’s actually a clever mechanic for two reasons: the first is that, if you’ve cleared your board, you can press the drop button to add more blocks in hopes of building more combos. The second reason is that more difficult levels will feature iron blocks (both by default and sent by the opponent) which the hammer can’t break, and can only be broken by bomb blocks, which only appear via the drop button. Adding another creative layer to that, a single bomb block will appear only every other time the drop button is pressed, meaning the player shouldn’t be using the drop button too liberally.

“If you happen to feel nostalgic for the NES game, Wrecking Crew ’98 also includes its predecessor in its entirety right out the gate.”

These simple mechanics all come together to form a puzzle game that’s easy to learn, but difficult to master. Which are the best kind of puzzle games, really. My only real complaint with the gameplay is that, when your opponent starts sending enemies to your screen, it can be tedious to eliminate them. You can’t hit them with the hammer (remember the blocks you hit are technically in the background, the enemies share the same space as the character), and bomb blocks don’t destroy them. The only way to get rid of enemies is for them to make their way to the bottom of the screen. You can speed up the process by jumping on their heads, but the jumps have to be a bit more accurate than in most Mario games, and if you don’t hit the enemies just right, they hit you, which leaves your character bouncing out of control for maybe a few seconds too long.

Honestly though, that’s a small complaint for what is otherwise a wildly engaging, competitive puzzle game. The game is so deceptively complex, that you may find some rounds can go on for much longer than you’re used to in falling block puzzle games (my longest game, set on one of the higher difficulties, lasted over a half hour).

“The areas marked with numbers are the standard story mode stages, the ones marked with letters house the secret characters.”

Wrecking Crew ’98 features a story mode which – from what I can tell – revolves around Bowser constructing a large building for the simple reason of denying a bunch of cute flowers the sun, thus preventing them from growing. So Mario sets off to best Bowser as to knock down the building and feed the flowers some much needed sunshine. It’s a simple and cute plot, and it stands out in the Mario series.

Before he can face Bowser though, Mario has to defeat a Koopa Troopa, and returning Wrecking Crew characters Eggplant Man, Gotchawrench and Foreman Spike. Defeating each opponent also unlocks them as playable characters in the game’s other modes, and defeating Bowser not only unlocks the Koopa king, but Luigi and Princess Peach as well. There are four additional characters hidden away in the story mode, three of which are fought by beating the second, third and fourth stages within a few short minutes (easier said than done). The hidden characters are also playable once defeated, and besting the first three reveals the final secret character.

At the expense of spoiling the surprises (for a decades-old game), the four secret characters are arguably the most bizarre lineup of characters in Mario history (which is saying something). The first is simply “Onigiri.” As in a literally onigiri, the Japanese rice ball that Pokémon’s Brock so affectionately referred to as ‘doughnuts.’ Not an anthropomorphic onigiri with a cartoon face, mind you. Onigiri the character is simply an onigiri that can move and talk. The next two secret characters are relatively less weird, one is the ghost of a girl named Onnanoko, and the other a middle-aged construction worker wearing traditional Japanese garb named Oyazi. The final secret character is Dogu, a Japanese clay doll that comes from another world.

Honestly, the unlockable characters may be the most out-of-left-field character roster in Super Mario history (and that’s including those weird human characters from Mario Golf). I’m not complaining though, I actually think it’s pretty unique that the secret characters are kind of their own thing, without prior ties to the Super Mario or Wrecking Crew series. It gives the game a bit of its own personality, while the presence of Mario, Bowser and Princess Peach keep it connected to the greater Mario franchise (essentially doing the same thing Super Mario RPG did with characters like Mallow and Geno). And being able to play as them – along with the familiar faces – in the versus and tournament modes is pretty cool.

Being released so late in the SNES lifecycle means that Wrecking Crew ’98 looks great. Though it uses lighter colors and more “kiddy” character designs than most Mario games (looking closest to Mario & Wario, another Japanese-exclusive on the console), it all looks really impressive and is more proof that the SNES is the most visually timeless console. The music may not be anything special, but it’s fun and bouncy and does what it needs to.

“Onigiri for Smash! Hey, it makes more sense than Dark Pit.”

Wrecking Crew ’98’s release on Nintendo Switch Online is one of the best examples of “better late than never” gaming has seen in quite some time. It may be a bummer that many of us didn’t get the chance to properly appreciate it in its day, but it sure is great to experience it today.

Add Wrecking Crew to the lineup of Nintendo series that desperately needs a revival.

8

The Super Mario Bros. Movie Review

When it was announced that Illumination would be making a movie based on Nintendo’s flagship franchise, Super Mario Bros., fans were skeptical. Not only did Illumination seem like an odd fit for such an adaptation, but the Super Mario series – despite being the most successful and heralded series in video games – has had a rough history translating to other mediums. Millennials such as myself may have a nostalgic soft spot for The Super Mario Bros. Super Show, but it’s not exactly the kind of show you would refer to when thinking of quality television. More infamously, Hollywood’s first attempt at adapting Super Mario Bros. (and indeed, their first attempt at adapting video games) resulted in the infamous 1993 live-action film, which was so far removed from the source material that Nintendo wouldn’t let Hollywood anywhere near its franchises for decades afterward.

How happy I am that, thirty years after Super Mario’s disastrous first attempt at a big screen adaptation, Nintendo fans finally have a Super Mario movie they can be proud of. Illumination’s The Super Mario Bros. Movie is a faithful adaptation of gaming’s best series, and a love letter to its peerless history. The Super Mario Bros. Movie is (almost) everything fans could want out of a Mario movie.

In The Super Mario Bros. Movie, the titular brothers Mario (Chris Pratt) and Luigi (Charlie Day) have recently quit their job at the Wrecking Crew to start their own plumbing company. Mario is of course the headstrong and brave older brother, while Luigi is always well-meaning and supportive, but is more timid and lacks his brother’s strength. Both brothers live in a cramped apartment in Brooklyn with their parents and extended family, and though the brothers are optimistic and hopeful of their new plumbing ventures, their father (voiced by Charles Martinet, the voice of Mario in the video games) isn’t so supportive of their dreams. It doesn’t help that they are antagonized by their former boss, Foreman Spike (Sebastion Maniscalco).

The brothers Mario have the opportunity to prove their mettle at their new job, however, when a manhole leak floods Brooklyn. Mario and Luigi traverse the sewers to find the source of the problem, when they find themselves in a hidden chamber of seemingly abandoned pipes. One such pipe sucks the Mario Bros. into a ‘Warp Zone,’ where they become separated. Mario ends up in the magical realm of the Mushroom Kingdom, home of the mushroom-like Toads and the beautiful Princess Peach (Anya Taylor-Joy). Luigi, meanwhile, winds up in the Dark Lands, home of the Koopa Troop and ruled with an iron fist by King Bowser (Jack Black). Bowser has recently stolen a Super Star, with which he hopes to conquer the Mushroom Kingdom. So Mario joins up with Princess Peach, along with the adventurous Toad (Keagan-Michael Key) on a quest to the Jungle Kingdom to win the aide of the Kong army, in hopes of defeating Bowser’s forces, saving the Mushroom Kingdom and rescuing Luigi.

It’s an incredibly simple plot, and its simplicity seems to be the main point of criticism leveled towards the film. But I find that a baffling complaint in this particular instance. Were we expecting a Granted, I understand that movies are a medium built on storytelling (as opposed to video games, which can tell stories but are built on interactivity and gameplay ideas above all else) – and animated films in particular have become deeper and more complex since the turn on the century – so perhaps a little more story was expected by some, but is it really necessary here? I don’t know, if I’m seeing The Super Mario Bros. Movie, basically the two things I’m hoping for are that it’s a fun movie, and that it’s faithful to the games. And I reiterate that The Super Mario Bros. Movie succeeds wildly on both fronts.

The film is, first and foremost, a loving tribute to the perennial video game series, and its rich history. It probably doesn’t hurt that Mario creator Shigeru Miyamoto personally oversaw the film, and serves as executive producer. But it also seems that the people at Illumination are big Nintendo fans in their own right and know their stuff. The film is packed to the brim with elements, Easter eggs, cameos and callbacks to just about every nook and cranny of the Super Mario universe (as well as its parent series, Donkey Kong).

Going into The Super Mario Bros. Movie, I was worried that it would end up being a case of only referencing the obvious, such as Super Mario Bros. and maybe Super Mario World and Mario Kart, since those are the ones everyone and their grandmother knows. But the folks at Illumination have a deep knowledge of the series and did their research, because it would be easier to name the Mario games that aren’t referenced or outright depicted than the many that are. Everything from Super Mario 64 to Luigi’s Mansion to The Super Mario Bros. Super Show gets a shoutout. And it’s pleasantly surprising that even more modern Mario games are mentioned like Super Mario Galaxy, 3D World, Donkey Kong Country Returns and a surprising number of references to Super Mario Odyssey. The presence of Foreman Spike alone is the kind of esoteric callback that Super Smash Bros. wouldn’t dare to make anymore.

The Super Mario Bros. Movie is effusive towards its source material, and that’s perhaps most present in the film’s soundtrack, which is sublime. Composed by Brian Tyler, the score to The Super Mario Bros. Movie is one of the best film scores in recent memory, no doubt aided by how it weaves in many of the timeless tunes from the video game series (which I won’t spoil here, but suffice to say the music also references every generation of Mario). The film also features some great original music as well. Perhaps my only gripe to the score is that a few popular songs are incorporated into a couple of moments in the movie (I would have stuck with original music and that from the games), but at least the songs used are all from the 80s, which feels more appropriate than if they had used music from today.

I also have to compliment the film’s voice cast. Although the casting became something of a meme when it was first announced (particularly Pratt as Mario), I think for the most part they do an excellent job. Pratt leans into the Brooklyn aspect of Mario and gives his voice more weight. Although he doesn’t sound like Charles Martinet, he actually does the job at making you forget it’s Chris Pratt you’re hearing. Charlie Day captures Luigi’s loveable and naive personality, while Anya Taylor-Joy gives Peach a rougher edge, but it works for this version of the character. Keagan-Michael Key has somehow found a way to make a ‘Toad voice’ that works for a feature film, and I think it goes without saying that Jack Black as Bowser ends up stealing the whole movie. Not only does Black sound unrecognizable for the most part (only weaving his natural voice into things when Bowser loses his cool, which is a nice touch), but he manages to capture Bowser’s personality as an insecure bully effortlessly.

Also in the cast are Seth Rogen as Donkey Kong, Fred Armisen as ‘King’ Cranky Kong, and Kevin Michael Richardson as Kamek. Armisen makes Cranky Kong appropriately, well, cranky. And Richardson has the unique position of giving Kamek a proper voice for the very first time, effectively making the character Bowser’s sycophantic lackey who wants nothing more than to make his boss happy. Seth Rogen is admittedly the one voice that maybe could have given more effort. Rogen does seem to try and add a more youthful energy to Donkey Kong than he does his other voice roles, but there are unfortunately two instances where we have to hear that damn laugh, which does kind of take you out of things a little. Still, it hardly ruins the movie.

Another highlight of the film is the animation itself. Illumination has a knack for making lively and vibrant animated worlds, and with Super Mario as the backdrop, it seems to be their perfect canvas. The Super Mario Bros. Movie is not only Illumination’s best-looking feature, but one of the most colorful visual spectacles in recent memory. Super Mario 3D World seems to be the primary inspiration for the film’s version of the Mushroom Kingdom, but all of Mario’s history is drawn upon visually to create a film that is pure joy to look at from the very first frame onwards.

The Super Mario Bros. Movie is, quite simply, a real treat. It’s a loving gift to the adults who grew up with Super Mario Bros. and for the children who are growing up with Super Mario Bros. Does the film make a few missteps? Sure. Though I don’t think a deep and complex story was necessary, I understand why some audience may have wanted a little more story. Mario and Princess Peach’s relationship never quite clicks in the way it should (there’s only a couple of brief glimpses of the “friends who like each other but are too shy to confess their feelings” aspect that seems like it should have been more prevalent). And some may question why Luigi was chosen to be kidnapped in the very first movie, since it means the Super Mario Bros. don’t have a whole lot of screen time together (in fact, by the end of things, the film seems closer to the “Super Mario and Donkey Kong Movie”).

“The Super Mario Bros. Movie is so faithful to both the Super Mario and Donkey Kong series, that I can (almost) look past that they retconned Cranky Kong to be DK’s father, as opposed to his grandfather. Don’t think we wouldn’t know, Illumination!”

Still, these are things that can be fleshed out and expanded on in the inevitable sequels and spinoffs (a Donkey Kong Country movie next, please!). For now, we should just savor the fact that Super Mario Bros. has finally made a faithful transition to the silver screen. After all, for thirty years Mario fans had to accept Dennis Hopper with weird hair as the cinematic form of Bowser, so the King Koopa’s appearance alone is reason to rejoice.

Last year, I claimed that Sonic the Hedgehog 2 was the best video game movie, and the most pure fun I’ve had in a movie in years. And now I’m feeling the same way all over again for The Super Mario Bros. Movie. There’s room for the next big screen outing for Mario and friends to improve on certain things, but as far as living up to its name as The Super Mario Bros. Movie, the film is most certainly a superstar.

Wahoo!

8

Luigi’s Mansion 3 Review

When Luigi’s Mansion was released as a GameCube launch title in 2001, it was an interesting little oddity in the Mario franchise. A small excursion starring the lesser Mario brother taking on a house full of spooks and specters in Ghostbusters-like fashion. It was fun and unique, but short-lived. And for over a decade it seemed that Luigi’s Mansion was to remain a one and done affair. It was surprising then, that a sequel was released on the Nintendo 3DS almost twelve years later. Though it lacked the atmosphere of the GameCube original, Luigi’s Mansion: Dark Moon proved that the concept of Luigi doing his best Peter Venkmen impression still had a lot to offer. It may have taken the timeframe between an original Pixar movie and its sequel, but Dark Moon turned the once isolated Luigi’s Mansion experience into a viable franchise of its own (it even spawned an arcade spin-off).

Developed by Canadian studio Next Level Games (who also made Dark Moon, as well as the Mario Strikers games and the Wii installment of Punch-Out!!), the bluntly titled Luigi’s Mansion 3 was released on the Nintendo Switch on Halloween of 2019. Taking the best bits of the GameCube original and the 3DS sequel, Luigi’s Mansion 3 proved to be the best entry in the series yet by some margin.

Though the game still houses the word “mansion” in the title, the action this time around actually takes place inside of a hotel. This high-rise hotel, The Last Resort, is the vacation spot for not only Luigi, but also Mario, Princess Peach, and a group of Toads. Because Mario and the gang are never allowed a proper vacation, the whole thing ends up being a rouse. During the first night of their supposed vacation, Luigi awakes in the middle of the night to find that Mario, Peach and the Toads have gone missing, and the seemingly luxurious hotel has transformed into a dilapidated, nightmarish tower filled with ghouls. It turns out the hotel’s owner, Hellen Gravely, is actually a ghost, working under Luigi’s recurring foe, King Boo. King Boo has successfully captured Mario, Peach and the Toads and trapped them in portraits, and almost does the same to Luigi, before the younger Mario brother makes an escape (perhaps King Boo should try capturing Luigi first next time… and maybe he and Bowser should work together, because King Boo seems pretty adept at capturing Mario, so together they could get a lot done).

Luigi soon finds that his mentor in ghost-catching, Professor E. Gadd, has also been captured by King Boo, and is in the hotel. Luigi finds an extra ghost-catching device left by Gadd, and soon uses it to rescue the mad scientist. From then on, Gadd takes refuge in his ‘ghost-proof’ bunker, and provides Luigi with different gadgets and abilities along the way (including “Gooigi” Luigi’s gelatinous doppelgänger) in the quest to save Mario, Peach, the Toads, and to put an end to King Boo and Hellen Gravely’s plans.

Being a Mario game that isn’t one of its RPGs of yesteryear, the plot of Luigi’s Mansion 3 is of course simple stuff. But the action becomes something truly memorable by how much personality and character shines through. Luigi’s Mansion 3 is one of the most vibrantly-animated video games ever made. The game is bursting at the seams with charm and humor, particularly physical comedy, with Luigi’s Mansion 3 being on a level of its own in that category.

Not only has Luigi’s anxious, trepidatiously-heroic personality never been more on display, but other characters, and even enemies, are filled with exaggerated movements and expressions (Next Level Games, perhaps realizing that Professor E. Gadd had never previously been seen walking more than a few feet, gave him a decidedly hilarious running animation). While Mario games have often had fluid character animations, they’ve never been so innately humorous as they are here, with Luigi’s Mansion 3 evoking Loony Tunes at times.

The gameplay is an utter delight. The basics are still the same as they’ve always been for the series: stun ghosts with a flashlight, catch them in your vacuum, dwindle down their hit points until they finally get sucked up. The Dark Light from the second game returns, and is used to find/solidify invisible and spectral objects, as well as release your friends (and coins) from portraits. But there have been a few fun little quirks added to the proceedings: the Poltergust vacuum can now let out a burst to keep large groups of enemies at bay, should Luigi find himself overwhelmed. Luigi can now slam ghosts that are caught in the vortex of the vacuum, which depletes larger chunks of their health with each slam. The Poltergeist can now also fire a plunger, which sticks to objects for Luigi to pull and drag them.

The biggest gameplay addition is the inclusion of Gooigi, who works as a second playable character. Once Gooigi is obtained, the player can switch between Luigi and his gooey clone by the press of a button (or a second player can join in to take on the role of Gooigi for some fun co-op). Gooigi mostly controls identical to Luigi, but has some pros and cons unique to him. Being the slime-like creature he is, Gooigi can sink into drains, squeeze into narrow spaces, walk passed spikes, and pass through cages like Davy Jones in Pirates of the Caribbean. On the downside, Gooigi cannot move in bodies of water or come into contact with fire, or else he dissolves and retreats back into Luigi’s Poltergust.

Although on their own, these additions may seem small, when you put them all together, they really add a lot to the classic Luigi’s Mansion gameplay. In particular, the puzzles that require both Luigi and Gooigi to step into action really bring out the game’s creativity.

One of my complaints with Dark Moon was its mission-based structure. The first Luigi’s Mansion had a unique atmosphere and sense of place for a game set in the Mario universe. It may not have been truly frightening, but the titular mansion of the original game felt like like a set place and, relative to the series, was appropriately eerie. Dark Moon removed that atmosphere in favor of a mission-based structure, which made the experience feel fragmented and episodic. The first game felt like you were scouring a haunted mansion. The second game simply felt like levels in a video game.

Luigi’s Mansion 3 finds a nice compromise between the two. The Last Resort houses 17 floors, each with a different theme or motif. Because things no longer begin and end with a set mission, you have more freedom to explore and go at your own pace, like the first game. But with every floor featuring a different theme, Luigi’s Mansion 3 has a stronger sense of variety, closer to the second game.

“Boy, doesn’t this just personify Luigi’s placement compared to Mario? Mario’s key collectibles include stars, suns and moons. Luigi collects… elevator buttons.”

Each floor houses its own collection of special treasures to find, as well as Boos to catch. The game is progressed by defeating a floor’s boss and acquiring the elevator button they’re holding, which then allows you to go to the matching floor of that button (though they aren’t always in sequential order, which is a nice little touch).

The boss fights are a lot of fun. While the first two Luigi’s Mansion games could admittedly get a bit repetitious, the boss fights alone in Luigi’s Mansion 3 bring out so many fun ideas out of the series’ gameplay that you’ll always be wondering what’s around the next corner. And while the boss ghosts may not capture the same (relative) scariness of the Portrait Ghosts from the first game (thus resulting in not quite the same unique atmosphere of the GameCube title), they are a definite step-up from Dark Moon, which had no Portrait Ghost equivalent.

Players who just want to complete the story can do just that, but for completionists, you can always backtrack and hunt down every last treasure from every last floor of the hotel. And if that’s not enough, Luigi’s Mansion 3 even features multiplayer!

Luigi’s Mansion 3 not only houses a series of local multiplayer mini-game modes, but also builds on the “Scarescraper” online mode introduced in Dark Moon. This cooperative online mode sees up to eight players (four as different colored Luigis, and four as their corresponding Gooigis) brave the Scarecraper by completing one randomly-generated floor to move on to the next (up to ten floors). Most floors will ask players to exercise them of all their ghosts, while others will task players with collecting a certain amount of treasure, having everyone gather in a specific room, or finding lost Toads and escorting them to a teleporter. When all floors are completed, the Luigi-centric team then comes face-to-face with a boss fight in the form of Boolossus.

Scarescraper is a simple multiplayer mode in concept, but insanely addictive in execution. As the clock keeps ticking and you desperately try to find the last ghost/Toad/lump of cash, it becomes a hectic scramble that requires real teamwork to overcome. And while Nintendo’s lack of voice chat is usually a hindrance, this is one instance where the feature isn’t exactly missed. If a player gets caught in a trap and requires another player to rescue them (as getting yourself out of a trap takes considerably longer and exhausts the time limit), they press a few buttons to alert the other players of their whereabouts, hoping their team can get rescue them in time. Again, a lack of voice chat is normally a big problem with Nintendo multiplayer games, but here, it may have made things too easy. It’s difficult to describe, but the Scarescraper is somehow more fun by forcing teams to work together while giving them minimal tools to do so.

Luigi’s Mansion 3 isn’t perfect: the controls can take a little getting used to (especially if you’re not playing with the classic controller), I feel like there could have been some additional incentives for completionists other than a few (often easy to find) treasures and Boos, and there are a few annoying puzzles here and there (sadly, the movie-themed floor, perhaps my favorite in the game, possibly contains the most cryptic puzzles). And while the idea of a multiplayer-exclusive boss fight in the Scarescraper is really cool, it’s kind of a bummer that it’s always the same boss fight (just a couple more would have added a lot).

All things considered, however, Luigi’s Mansion 3 is an extremely fun experience that is always at the ready to throw something unexpected at the player. There’s something new seemingly around every corner, some of which might truly catch you by surprise (which is why I haven’t gone into too much detail on what the different floors of the hotel have in store). And it does so with some of the most exuberant and hilarious animation in the history of video games.

8

Video Game Awards 2020: Best Handheld Game

Handheld gaming has come a long way. Once a simple means to get a quick fix of gaming on the go, that convenience came at the expense of quality. But over the years, as gaming evolved, so to did handheld gaming, with the GameBoy Advance and Nintendo DS notably taking it to new heights and success.

Now, handheld games are largely indistinguishable from console and PC titles (aside from graphics). And most notably, the Nintendo Switch has completely bridged the gap between home console and handheld. By merging the two concepts together, Nintendo has created a hybrid console that stands as one of the best of all time.

Because handheld gaming has changed so drastically in recent years, I’d like to once again stress that, as long as traditional handheld platforms are still (somewhat) prominent, I am only including games released on said traditional handhelds and Switch exclusives. If a game is released on Switch, but also available on other, non-handheld hybrid consoles, it seems a bit unfair to refer to them as “handheld games.” So even though the Switch is a home console, its duel status as a handheld makes its exclusive titles eligible for this award. Ya dig?

 

Winner: Luigi’s Mansion 3

Yeah, I know Pokemon Sword and Shield was Nintendo’s big seller and most anticipated Switch title of 2019. But I don’t know, am I the only one who found them to be way too padded out? And to be honest, Pokemon – ironically enough – is the Nintendo series that seems to refuse to evolve.

That wasn’t the case with Luigi’s Mansion 3, however. Taking the atmosphere of the GameCube original and combining it with the more level-based structure of the 3DS sequel, Luigi’s Mansion 3 surpassed both of its predecessors with a game that’s consistently fun and inventive.

The Ghostbusters-inspired action of the series has never been so deep as it is here, and with the game absolutely exploding with personality, Luigi’s Mansion 3 is one of the unsung heroes of the Nintendo Switch.

 

Runner-up: Mario & Luigi: Bowser’s Inside Story + Bowser Jr’s Journey

 

Past Winners

2014: Super Smash Bros. for Nintendo 3DS

2015: The Legend of Zelda: Majora’s Mask 3D

2016: Kirby Planet Robobot

2017: Super Mario Odyssey*

2018: Super Smash Bros. Ultimate

 

*Retroactively awarded after deciding Switch exclusives should qualify for this award.

Luigi’s Mansion Review

Nintendo was in an interesting place in 2001. Though the Nintendo 64 helped revolutionize gaming (namely due to Super Mario 64 and The Legend of Zelda: Ocarina of Time), its sales numbers paled in comparison to the Sony Playstation. And with the Playstation 2 releasing in 2000, it’s safe to say that the GameCube was in a hurry to get out the door as soon as possible. As such, this meant that the GameCube’s signature Mario game, Super Mario Sunshine, would miss the console’s launch, marking the first time Mario wasn’t present to cut the ribbon on the dawning of a new Nintendo console.

To fill that void, however, Nintendo had a separate game set within the Mario universe to make the GameCube’s launch. But it ended up being quite different from any other game set in the world of the Mushroom Kingdom. The game in question was Luigi’s Mansion, a kind of spoof on the survival-horror genre that marked the first official game in which Luigi received the starring role (wiseacres are quick to point out the existence of Mario is Missing from years earlier, but that title was an edutainment game that wasn’t developed by Nintendo, so it doesn’t count). Although Luigi’s Mansion never boasted the depth of Mario’s adventures, Luigi’s first proper solo outing nonetheless provided enough unique ideas and personality that it retains a charm of its own.

The initial concept for what would later become Luigi’s Mansion at first starred the more famous Mario brother, with the idea being to place Mario in a singular indoor setting. Originally conceived as a Japanese-style castle, the setting eventually became an American-style haunted house. With the change in setting, Nintendo decided to promote Luigi to be the star of the game for one very simple reason: Mario was known for being brave and adventurous, but now was the time to showcase Luigi’s personality, whose constance presence in his brother’s shadow made him easy fodder for a ‘reluctant hero’ character.

Though audiences saw glimpses of distinct personalities between the Mario Bros. through their television series and books, there was never any official, concrete characterizations between Mario and Luigi by Nintendo themselves in the formative years for the video game series. If Mario was the brave hero who would leap into action at the first chance, then it just made sense that Luigi would be the series’ ‘Cowardly Lion,’ as he shares a similar heroic spirit as his brother, but it’s buried far, far deeper. So it was a natural fit to have Luigi be the one to traverse a haunted mansion, facing his many fears as he tries to rescue Mario.

Luigi’s Mansion might be the first Nintendo game to be centered around one of their character’s personalities, and it remains one of their most successful attempts (the less said of Metroid: Other M, the better). Nintendo’s critics often deride the developer for a supposed “lack of character,” but that’s a gross misconception. While it’s true Nintendo rarely prioritizes actual storytelling and their characters tend to not have complex backstories (probably for the better. I again refer you to Other M), many of their characters are bursting with personality in a similar vein to classic cartoon characters like Mickey Mouse, Bugs Bunny and Popeye the Sailor Man. Luigi’s Mansion is a fine example of this. Between Luigi’s constantly chattering teeth (which kind of makes him look like Wallace from Wallace and Gromit), shaky knees, and nervous humming of the game’s catchy theme tune, Luigi’s Mansion showcases its lead character’s personality – while simple and exaggerated – to be thoroughly entertaining.

It simply wouldn’t have been as good if it were Mario braving the haunted halls of its mansion. The game and its lead character both benefit one another in such a way that you wish more of the story-focused games of today would attempt to replicate that connection, as to avoid the common pitfall of gameplay conflicting with narratives and character motivation.

Even with Luigi’s personality leading the charge, gameplay is still at the forefront of Nintendo’s designs. And although it shows its age in certain areas, for the most part, Luigi’s Mansion remains a uniquely fun and charming game even today.

As mentioned, the game is all about Luigi trying to save Mario, who has gone missing in the new mansion Luigi supposedly won in a contest he never even entered (red flag there, Luigi). The mansion is, of course, littered with ghosts. Luckily for Luigi, Professor E. Gadd – a lifetime researcher of ghosts – has been studying the mansion, and gives Luigi his ghost-catching vacuum, the Poltergust 3000.

Yes, the gameplay is more reminiscent of the 1984 Ghostbusters film than it is any of its Mario series predecessors (Luigi can’t even jump in the game). Equipped with only the Poltergust and a flashlight, Luigi traverses the mansion fighting ghosts. The flashlight will stun ghosts, exposing their heart, which allows Luigi to suck them up into the Poltergust.

One of the most fun things about Luigi’s Mansion is the act of catching ghosts itself. The player of course moves Luigi with the standard joystick. But Luigi aims the Poltergust and flashlight with the GameCube controller’s ‘C-stick.’ If a ghost caught in the Poltergust’s whirlwind changes direction, the player will have to accommodate and pull the direction opposite to that which the ghost is heading, occasionally cutting some slack so Luigi can avoid a potential hazard in his way as the ghost pulls him along the ground. Essentially, it’s like an elaborate fishing game used as a combat mechanic.

It’s simple fun with the standard enemies, but the real treat comes in the form of the “Portrait Ghosts;” unique mini-boss-like specters whom the mansion’s many chambers are built around. Each Portrait Ghost has different tells and weaknesses, and can provide real tests of endurance for the player.

The Portrait Ghosts are memorable not just for how each one provides their own little puzzle for the player to solve, but also in their personalities and design. Most of the Portrait Ghosts are more humanoid than what we usually see in the Mario universe (keep in mind this was sixteen years before Odyssey brought realistic-looking humans into the fold), and although it would be difficult to call the game truly scary, the Portrait Ghosts’ appearances do make the game feel appropriately spooky and (relatively) darker than the usual Mario title. The mansion itself could be considered a character in its own right, given its strong sense of place.

It may not match the combination of cartoony characters with a dark and dreary atmosphere of Donkey Kong Country 2, but Luigi’s Mansion is probably the only other game I can think of that warrants a comparison in that regard. Luigi’s Mansion’s eventual 3DS sequel, though arguably an improvement in certain respects, lacks the original’s sense of atmosphere and character.

Luigi’s Mansion could be described as a “Diet Metroidvania,” with Luigi gaining access to more chambers of the mansion as he continues to capture Portrait Ghosts. Though perhaps one of the game’s drawbacks is that it could have taken an extra page from the Metroidvania sub-genre and had Luigi (or the Poltergust, as it were) gain new abilities to access more of the mansion, instead of it merely being a case of defeating sub-bosses for keys. The Poltergust does gain the ability to emit fire, water and ice, but they unfortunately never get utilized in any substantial way.

Another fun aspect of Luigi’s Mansion is finding the many treasures hidden throughout the titular abode. While Mario is always grabbing coins, here, Luigi is on a quest for coins, pearls, dollar bills, gemstones and diamonds. Though gaining these riches does little more than effect your score at the end of the game, it still proves to be a fun diversion to see how much treasure you can collect.

The biggest complaint most people seem to have with Luigi’s Mansion is its short length. If you know what you’re doing, the game can be completed in about the time it takes to watch a movie. Luigi’s Mansion could have done with just a couple more hours of gameplay, as some of its ideas don’t meet their full potential with the little time they’re allowed to have. On the plus side, I suppose the game’s brief time makes it one of the few titles in the medium that can be seen as a holiday tradition with annual playthroughs (Halloween in this instance, obviously).

Luigi’s Mansion was one of the earlier Nintendo titles to feature a New Game Plus mode after completing the campaign. Unfortunately in both its Japanese and US release, the differences between the main game and New Game Plus are little more than some stronger enemies and a weaker Luigi. The PAL version of the game (released well after the other versions) rectified this somewhat by making the post-game version of the mansion mirrored and changing the locations of certain treasures, but even that only goes so far. So unless you missed out on some treasures, or just really want to beat your high score, there’s not a whole lot of reason to play through the “Hidden Mansion” mode.

The short running time of the campaign is unfortunate, but it’s not the game’s biggest issue. Though the GameCube has aged better than the Nintendo 64 on the whole, it’s earlier titles still suffer a bit from the same kind of technical hiccups that plagued its 64-bit predecessor. And Luigi’s Mansion is no exception.

Some of the controls feel a little clunky, particularly in regards to handling the flashlight in conjunction with everything else. The flashlight is turned on by default, and pressing the B button turns it off. You turn Luigi around and aim the Poltergust with the C-stick, and you suck up ghosts with a press of the R button. And while the flashlight stuns the ghosts, you have to stun them at the opportune time, or else they’ll disappear. It can feel a bit awkward to turn Luigi around and aim the Poltergust while holding the B button to keep the light off and then release it to turn the light on when the time is right, especially in rooms with multiple ghosts.

Along with the standard enemies and the Portrait Ghosts, the Mario series’ classic ‘Boo’ enemies show up as the primary baddies. While seeing these secondary foes get a promotion in the same vein as Luigi is nice, there are some issues with the Boos’ presence in Luigi’s Mansion. The game features fifty Boos hidden throughout the mansion. But unlike the other ghosts in the game, Boos ignore the aforementioned “fishing” aspects of the catching process, with Luigi simply focusing the vortex of the Poltergust on Boos to drain their hit points.

That may not sound too bad, and at first it isn’t when the Boos have less hit points. But once you you realize Boos can travel from room to room, and they start getting more hit points, thus giving them more opportunities to do so, it gets a bit tedious chasing a Boo from one room to another, and downright frustrating when they exit a room to go into the hallway and back again repeatedly. It’s also a bit disappointing that, despite the game claiming there are 50 Boos in the mansion to be captured, there are technically only 35, since 15 of them are automatically captured as part of a single boss fight.

Another note Luigi’s Mansion should have taken from Metroidvanias is the implementation of fast-traveling. The game can only be saved by talking to Toads (who are perhaps a bit too far spread out from one another), or after catching a Boo. While the Toads save your game, they don’t act as checkpoints. Every time you reload your game, or defeat a boss, or die, you start back at the foyer of the mansion. Although you can return to the foyer by scanning mirrors, there’s no means to fast-travel anywhere else in the mansion. As you might imagine, backtracking to different sections of the mansion can quickly feel arduous.

Though these aspect do show that the game has aged a bit, the core gameplay, along with its undeniable sense of character, have helped Luigi’s Mansion remain a fun and delightful experience nearly two decades later. It is perhaps the perfect launch game the GameCube could have hoped for (if maybe not the one it sorely needed), as Luigi’s Mansion echoes the console itself in many ways. The GameCube may not have been the success story Nintendo was hoping for in the Playstation dominated market of the time, nor is it one of Nintendo’s more iconic or innovative consoles. But it has a unique appeal of its own, a small-scale charm that’s aberrant  among Nintendo systems.

Just the same, Luigi’s Mansion – though far, far away from being one of the best games set in the Super Mario universe – remains a unique and appealing offshoot of Nintendo’s flagship franchise. We may not have realized it in 2001, but in hindsight, Luigi’s Mansion seems to have encompassed the GameCube’s place in Nintendo’s history right out of the gate.

 

7

New Super Mario Bros. U Deluxe Review

Poor New Super Mario Bros. U. As far as the “New Super Mario” games go, it was a marked improvement over the DS, Wii and 3DS titles that came before it. But due to its status as the fourth entry in the sub-series, and being released mere months after the uneventful New Super Mario Bros. 2, fans were a bit New Super Mario Bros-ed out. Being released on the ill-fated Wii U probably didn’t help it in the long run, either.

While the Super Mario series as a whole is known for innovation and reinventing itself, the ‘New’ sub-series was a throwback to Mario’s early side-scrolling years. The 2006 DS original was a nice nostalgic experience, and the Wii sequel added four-player co-op into the equation. By the time New Super Mario Bros. 2 on 3DS rolled around, and offered little to nothing in the realms of newness, gamers were burnt out on the retrograde sub-series. That really is a shame, because New Super Mario Bros. U felt like a refinement for the ‘NSMB’ series, even if the “New” in the title was increasingly ironic by this point.

NSMBU, like many Wii U titles before it, has been given a second life on Nintendo Switch (complete with the New Super Luigi U DLC intact). While it would be hard to argue that the title is one of Mario’s finest, hopefully its presence on Switch will allow a wider audience to see what an improvement it was over its NSMB predecessors.

Like the other NSMB titles, ‘U‘ was more interested in recreating Mario’s past than it was in paving the way for his future. It’s still a side scroller that sees players try to conquer obstacle course-like stages by reaching the flagpole at the end. With that said, however, this fourth New installment had a much more playful and intricate sense of level design. Though it may not stack up to classics like Super Mario Bros. 3 or Super Mario World, the depth and creativity of the level design was stronger here than it had been in any other 2D Mario title since those games (unless we’re counting Yoshi’s Island, of course).

“The Van Gogh “Starry Night” inspired stage is the one instance when the New Super Mario Bros. games decided to do something visually different.”

Sadly, the visuals and music, while not technically bad, leave a lot to be desired. It’s almost humorous that this game – not Super Mario 3D World or Mario Kart 8 – was the first Mario game to be released in HD. It looks great from a technical standpoint, but while the 2D Mario games of old were visually and aesthetically distinct from one another, the New Super Mario Bros. games all used the same visual style. Sure, the graphics are certainly better now than the previous games, but from an artistic standpoint, New Super Mario Bros. U – like the other NSMB games – is Mario at its most vanilla.

At least the world of Super Mario is colorful and vibrant enough that, even in this vanilla state, it still has its charm. The music, sadly, suffers considerably more. The music isn’t bad per se, but it’s more or less the same as it was in the previous NSMB games. It can be fun and catchy, but this is far from Mario music at its best.

When you consider that the classic 2D Marios such as Super Mario Bros. 3 and Super Mario World all looked stylistically unique to the point that you could identify them from a single character sprite, and provided some of the most iconic video game tunes of all time, it was more than a little disappointing that New Super Mario Bros. U simply provided more of the same in terms of visuals and audio.

Still, it’s the gameplay and level design that are the stars of the show, and that’s where New Super Mario Bros. U always shined brightly over the preceding ‘New’ Super Mario games. The four player co-operative mayhem of New Super Mario Bros. Wii made its return here, with level design that just feels better suited for the additional players this time around, while also having enough to them that they don’t feel empty when going it solo.

As in the original Wii U release, New Super Mario Bros. U Deluxe can be played as Mario, Luigi and Toad. Unlike the original version, however, Toad isn’t separated into two characters, with the yellow and blue variants merely being pallet swaps for the same character this time. The Switch release fills the void of the fourth character by bringing in the addition of Toadette, as well as Nabbit’s inclusion in the main game this time around, as he only appeared in the DLC in the original release.

“Using the Super Crown on a character other than Toadette…what could possibly go wrong?”

While Mario, Luigi and Toad all play identically in the main game, Nabbit is tailor-made for beginners, as he is unharmed by enemies. Toadette is somewhere in between, as playing as her will turn 1-Up Mushrooms into 3-Up Moons, and many of the usual power-ups are replaced with the ‘Super Crown.’ The Super Crown can only be used by Toadette, and transforms her into Peachette, a suspiciously Princess Peach-esque character who gains a double jump, in addition to Peach’s magic gliding abilities (essentially, she plays like the other characters when they get the flying squirrel suit).

I don’t mind that these characters are made with first-time gamers and young children in mind. That’s perfectly fair, as those audiences need to start somewhere. And these characters will probably make learning the ropes that much easier. What’s less tolerable, however, is now that the yellow and blue Toad are the same character, and two players can’t pick the same character, if you’re playing with a whole group of four, someone is going to have to play as one of the beginner characters whether they want to or not. What’s even worse, Mario isn’t present in the New Super Luigi U campaign, meaning that two players will have to play as Toadette and Nabbit no matter their skill level. Somehow, Nintendo has made the four player mode less appealing on Switch than it was on Wii U as a side effect of this.

Again, I have no issues with Nintendo including easier characters with new players in mind, but the fact that one or two players will have to play as them if you have a full group seems like a glaring oversight. Couldn’t the Switch version have added a few other characters who play like the standard ones in addition to the beginner characters?

The other big issue that’s plagued NSMBU since its Wii U release are the lackluster boss fights. Mario games may not be known for difficult boss battles, but the series has always done a great job at making them creative. Even the first New Super Mario Bros. on DS had a good variety of boss fights. But in New Super Mario Bros. U, not only are all the end-bosses of each world merely the Koopalings, but their battles don’t feel very different from what they were way back in Super Mario Bros. 3. And the mid-bosses of each world are mostly comprised of different fights against (the insultingly easy) Boom-Boom. Only in the late game does NSMBU throw different mid-bosses at you. And by that point, it feels like too little, too late.

As negative as I may be sounding by this point, New Super Mario Bros. U was always a great platformer, and a proper step up from its similarly-named precursors. Simply making it to the end of each stage is a joy to experience, but completionists will really have their work cut out for them by tracking down the three star coins hidden in every stage, as well as the secret exits found in select stages. And despite the unfortunate character limitations in the Switch re-release, New Super Mario Bros. U Deluxe is still a good time with multiple players.

For those seeking a bit more of a challenge, the New Super Luigi U campaign provides just that. Not only does Luigi regain his slippery physics that originated in Super Mario Bros. 2 in this mode, but the stages themselves – though shorter – feature a steeper difficulty. Though the world map is identical in both games, the stages of New Super Luigi U are entirely different than those of New Super Mario Bros. U. The downside to this is that, by nature of sharing an identical overworld, the levels with secret exits in Luigi’s adventure are found in the same exact spots as those in the base game, which is an unfortunate limitation that takes away a bit of distinction in Luigi’s titular mode.

Having both games together, as well as returning challenge modes, means New Super Mario Bros. U Deluxe certainly provides a good amount of content for platforming enthusiasts. Of course, even with its status as the best “New Super Mario Bros.” game, U Deluxe still falls drastically short if compared to Donkey Kong Country: Tropical Freeze, which is unquestionably the better option for 2D platforming fans. And unlike the Wii U releases, Tropical Freeze was released first this time. So if you’re only going to get one first-party 2D platformer on Switch, stick with DK.

New Super Mario Bros. U Summation

Consistently fun level design and fluid character control made this the best New Super Mario title. The levels feel more tailor-made for multiple players than previous entries. And like any great Mario game, it’s held up strong over the years. But the game is ultimately held back by flavorless aesthetics and poor boss fights.

7

 

New Super Luigi U Summation

“I just find the hidden Luigis of NSLU to be a hoot.”

The briefer, tougher levels make the Luigi-centric campaign something of the “hard mode” of NSMBU. A fun, steeper challenge for platforming veterans. But the multiplayer option is less fun now that half of a full group are required to play as the “easy mode” characters. And the fact it’s confined to the overworld of the base game prevents it from branching out more into its own beast.

 

7

 

Overall Summation

“Okay, this level is beautiful. Why can’t more of the game look like this?!”

While we were all burnt out on New Super Mario Bros. back in 2012, revisiting the Wii U installment on its shiny 2019 Switch release, and being reminded of how much of an improvement it was over its predecessors, makes you wonder what Nintendo could have done with a 2D Mario game in the seven years since. With NSMBU, Nintendo finally began to get their groove for 2D Mario back, which made it a fitting ‘finale’ to the New Super Mario Bros. sub-series. Hopefully this re-release inspires Nintendo to test where they can take the formula next (fingers crossed it comes with more distinct visuals and better music though).

 

7

Something About Mario RPGs

Earlier this year, I picked up the 3DS remake of Mario & Luigi: Bowser’s Inside Story. But before I play through it, I remembered I (strangely) never beat the 2017 3DS remake of Superstar Saga. So I recently started a new file on that game (and have since beat it, and will review it once I play more of the remake’s exclusive “Minion Quest” mode). Not only did returning to Superstar Saga end up being an utter joy, but it also really, really made me miss what the Mario RPGs used to be.

It’s been ten years since the original release of Bowser’s Inside Story on the DS, and not counting the aforementioned 3DS remakes, that was the last time the Mario RPGs were truly great (I did enjoy Mario + Rabbids Kingdom Battle a great deal, but seeing as that was both a crossover and a strategy RPG, I guess it’s not quite what I’m talking about). And I really, really miss the days when the Mario RPGs were among the best things Nintendo had going for them.

Super Mario RPG: Legend of the Seven Stars remains my favorite RPG of all time, and arguably my favorite game period. It perfectly combined the accessibility and fun of Mario with the depth and turn-based gameplay of RPGs, without sacrificing the quality of either of its halves. Although it tragically never received a proper sequel, the Square developed title did receive two spiritual successors created by Nintendo’s own internal studios.

Paper Mario simplified the formula a bit, but still made for a hefty adventure that boasted a unique art style, and saw Mario team up with party members based on the series’ iconic enemies. Mario & Luigi: Superstar Saga was more focused on fast-paced action, and featured genuinely hilarious writing. Both of these Super Mario RPG spiritual successors would wind up becoming their own sub-series.

Paper Mario was followed-up by the critically-acclaimed Paper Mario: The Thousand-Year Door on the GameCube, while two Mario & Luigi sequels were released on the Nintendo DS: 2005’s Partners in Time, and 2009’s Bowser’s Inside Story. Of the lot, Partners in Time is the only one that fell short of the rest, though even it was still a good game in its own right (though I’m not complaining that the 3DS remakes went directly for the best M&L entries).

While it’s usually the Mario platformers and The Legend of Zelda that are held in the highest regard in Nintendo’s canon, the Mario RPGs were, more quietly, delivering experiences that were often just as good. And with their Nintendo mentality of “fun at all costs,” the Mario RPGs provided some of the most timeless games in the genre (Final Fantasy hasn’t aged so gracefully).

But then, in a creative move that truly defies all logic and reason, Nintendo decided to begin stripping away many of the elements that made the Mario RPGs so memorable. The third Paper Mario title, 2007’s Super Paper Mario, was still a fun game, but it removed the series’ turn-based structure in favor of a platformer that featured RPG elements. Not a bad idea in itself, and Super Paper Mario still retained an RPG-like story, but considering the main Mario series are platformers, did Nintendo really have to sacrifice Paper Mario to test out this idea?

Hey, at least Super Paper Mario was still a good game. And it was followed up by the aforementioned Bowser’s Inside Story. Little did we know that Bowser’s Inside Story would be a one-time return to form. A “last hoorah” if you will. Because after that we got the 3DS’s Paper Mario: Sticker Star, the first Mario RPG that could be considered a flat-out bad game.

Not that you could truly call Sticker Star an RPG. Sure, turn-based battles were back, but they were dictated entirely by consumable ‘sticker’ items. Every action you used in battle required these consumable items. And for victory, you didn’t get experience points and level up.

For winning battles, you were rewarded with either A) more stickers, or B) coins…to buy more stickers. It was a self-defeating concept. Why should I bother fighting and spending my stickers if the only reward is more stickers? And if you think you’re supposed to save up stickers for boss fights, that’s not it either. Bosses required specific stickers to be defeated, so it’s not like conserving and strategizing the stickers you’ve saved up even meant anything.

You know what’s even worse? Sticker Star not only had virtually no story to speak of, and no party members, but it removed the humorous writing the Mario RPGs were known for (Bowser, of all characters, never even spoke). Sticker Star also marked the beginning of the bizarre trend of Nintendo not allowing the Mario RPGs to feature original enemies, with only established baddies from the platformers showing up. Perhaps strangest of all, this was also when Nintendo started making every last Toad in the Mario RPGs just look like the generic “blue vest, red spots” Toads. When the previous RPGs gave us Toads of all shapes, sizes and crazy geddups, why take that away and effectively remove so much personality from the games?

And yet, this was the direction Nintendo decided to stick with. Sure, the next RPG in the Mario pipeline, Mario & Luigi: Dream Team (released on 3DS in 2013) was a step up in many ways (for one, it actually felt like an RPG again). But it also was, by a considerable margin, the most creatively bland M&L game up to that point. It did have some original enemies again, but the “Generic Toad” epidemic was still in full effect.

Then, in early 2016, the 3DS also saw the release of Mario & Luigi: Paper Jam. In concept, Paper Jam sounds like it should have been the shot in the arm the Mario RPGs needed, being a crossover between the two continuing Mario RPG series.

Sadly, the concept is the best part of the game, as Paper Jam was really just a watered down Mario & Luigi sequel that doubled down on Dream Team’s faults (Toads with zero distinction and personality, no more original enemies whatsoever). It just so happened to feature Paper Mario as a third party member. Considering how great the Mario & Luigi games once were, it was sad to see the series fall this far from grace.

To sum it up simply, Superstar Saga remains one of the funniest, most quotable games I’ve ever played, but I honestly can’t remember any bit of writing that came out of Paper Jam.

Later in 2016, we’d get the last new Mario RPG so far (again, unless we count Mario + Rabbids), Paper Mario: Color Splash on Wii U. Despite fans wanting Nintendo to return to the turn-based, actually-an-RPG style of the first two Paper Marios for years, Nintendo decided to go all WWE and turn a def ear on fans. They actually made the game a follow-up to Sticker Star’s gameplay.

Yeah, no kidding. I miss unique Toads.

To its credit, at least Color Splash had some humor and personality to it (though the Toads remain generic, and new enemies still weren’t allowed), and some of the gameplay could be fun. But there still weren’t any party members, and the battle system remained largely pointless (though the game’s “cards” were an improvement over their sticker predecessors, seeing as you could power up cards by painting them, and you could gradually increase your maximum paint through battles, so there was some semblance of progression). So Color Splash was essentially a version of Sticker Star that wasn’t completely broken. But that’s not exactly “on par with the Mario platformers and The Legend of Zelda” now, is it?

Again, one could argue that Mario + Rabbids Kingdom Battle set things in a right direction for Mario RPGs (and it’s certainly a better game than anything involving the Rabbids has any right to be), but you could also argue it should go in a whole other category. Even still, as enjoyable as Mario + Rabbids is, I still wouldn’t put it on the same level as the Mario RPGs of old.

Thankfully, the fact that the 3DS now houses Superstar Saga and Bowser’s Inside Story means we have access to brilliant Mario RPGs on contemporary hardware. But it’s kind of sad that Nintendo had to resort to past success in order to do so. Don’t get me wrong, the remakes are great, but it would be great if we could also get a brand new Mario RPG that could live up to its legacy.

Super Mario RPG, Paper Mario, Superstar Saga, Thousand-Year Door and Bowser’s Inside Story are widely (and wisely) considered the top-tier Mario RPGs. But the sad thing is it seems like Nintendo has no plans on making a Mario RPG like they used to.

What’s particularly sad about that scenario is that the Mario franchise on the whole has really never been better. The release of Super Mario Galaxy in 2007 began a Mario renaissance that continues to this day. Between it, Galaxy 2, 3D World, Mario Kart 8, Super Mario Maker and Odyssey, the Mario franchise hasn’t lost any steam. And while Bowser’s Inside Story was released within this timeframe, that was it for the RPGs.

For whatever reason, Nintendo decided to strip away the things that made Mario RPGs so memorable in the first place. And instead of listening to fans and changing course (as they have in other areas in recent years), they’ve just gone into overdrive in regards to watering down the once great sub-genre. If one were only to have played Color Splash and Paper Jam, they’d never know that Mario RPGs were, at one point, among Nintendo’s finest achievements.

Here’s hoping that the recent remakes of Superstar Saga and Bowser’s Inside Story remind Nintendo of what Mario RPGs once were, and help them figure out how they can recreate that magic.

Whether its a worthwhile Mario & Luigi, a Paper Mario that returns to its roots, doing the impossible and teaming with Square to make a direct sequel to Super Mario RPG, or something new entirely, a new Mario RPG that can live up to the legacy of its best predecessors is something Nintendo sorely needs.

Replaying: Super Mario 3D World

The Super Mario Maker 2 trailer that launched back in February not only got me hyped for the upcoming Switch title, but its addition of the Super Mario 3D World play style had me feeling nostalgic for the 2013 Wii U platformer. And seeing as I previously stated I wanted to start replaying games more and writing more gaming articles besides reviews, now seemed as good a time as any to revisit Super Mario 3D World. Besides, after trudging through the overly-long and tedious Kingdom Hearts 3, and its mishandling of franchises I like, I needed to play something more fun, rewarding, charming, and that did justice to a franchise I like. Thus, replaying Super Mario 3D World was a no-brainer (it sure would be great if they could make a Disney game this good).

Okay, let’s get this out of the way: No, Super Mario 3D World is not as good as the Super Mario Galaxy titles that preceded it, nor is it as good as Super Mario Odyssey that followed. But considering the Galaxy duo and Odyssey are among the greatest games ever created, not being as good as them pretty much refers to most games that aren’t them. On its own merits, however, Super Mario 3D World is still one of the most consistently fun and creative games of the 2010s.

Yeah, it seems like I praise Mario games a lot. But while not every Mario game is good (New Super Mario Bros. 2 and Paper Mario: Sticker Star, both released a year prior to 3D World, were creatively empty and flat-out boring, respectively), I will say that Super Mario is the only series in which a game as great as 3D World could be considered one of its smaller achievements. It may not have the revolutionary factor of Super Mario Bros. or Super Mario 64, nor is it as great as the trio mentioned in the above paragraph or games like Super Mario World. And yet, it’s hard to find much fault in Super Mario 3D World other than “it’s not as good as some other Mario games.” The Legend of Zelda is probably the only other series that can boast equal quality, though maybe not quite at the same level of consistency (and maybe Dark Souls/Bloodborne, but that has far fewer entries).

“One level combines a shadow aesthetic with the gameplay quirk of carrying around a hungry Piranha Plant.”

What makes Super Mario 3D World so good? It all boils down to the two qualities that best define a good game: great gameplay, and a terrific sense of creativity. 3D World may not be the most innovative Mario game, but the gameplay and design is as polished as any of the heroic plumber’s entries, and each stage is a showcase of one playful idea after another. It’s the kind of game where the simple act of controlling your character is a joy (which is actually pretty rare, though seemingly less so with this series).

Many fans were at first disappointed with Super Mario 3D World’s initial E3 reveal, as it followed in the footsteps of the 2011 3DS title, Super Mario 3D Land. This raised fans’ eyebrows for two reasons: The first was that 3D Land was a solid game, but not a particularly standout one which, again, given the pedigree of the Mario series, is tantamount to a massive disappointment. The other reason is that, like 3D Land, 3D World seemed to be aiming more for the feel of a 2D Mario entry than a 3D one with its linear level design, with most fans protesting that the 3D Mario titles were losing their distinct identity due to the ludicrous sales of the New Super Mario Bros. side scrolling series.

While I admit I too at the time had some doubts about seeing a “proper” follow-up to 64, Sunshine, and the Galaxy duo (we would eventually get just that with Odyssey), I was hardly disappointed with what 3D World promised. After all, we were ‘only’ three years removed from Galaxy 2 at the time (most “proper” 3D Marios had much longer gaps in between releases), so it didn’t really feel like the necessary time for another Mario title of that scale. Secondly, while the New Super Mario Bros. games were competently fun, they never really felt like the worthy continuations of Super Mario Bros. 3 and Super Mario World that they wanted to be. 3D Land introduced the style and feeling of 2D Marios into the world of 3D Marios (linear stages with clear end goals, time limits, etc.) and felt like a step in the right direction. But again, didn’t quite hit the mark.

Super Mario 3D World, however, quickly reveals itself as the worthy successor to games like Super Mario Bros. 3 and World that we had been waiting for, despite being a 3D title. It took the foundations of 3D Land, and combined it with the sense of invention and polish that we expect from Mario’s best titles (which, again, was lacking from New Super Mario Bros. and 3D Land). The Galaxy games had refined what 64 started, so it was cool to get something that felt like a fitting continuation to the Mario games that predated 64 (now if only the Mario RPGs could get a worthy follow-up).

There are so many things that make Super Mario 3D World work so well: the level design is a constant delight, with each stage presenting something new, and always fun. The power-ups – from perennial favorites the Fire Flower and Tanooki Leaf, 3D Land’s Boomerang Suit, and 3D World’s own Double Cherry (which duplicates your character) and the surprisingly powerful and versatile Cat Suit – are all a joy, and add so much to the gameplay (the Cat Suit, in particular, has to join the ranks of Mario’s best power-ups). And you get to play as not only Mario, but Luigi, Princess Peach and Toad as well, each coming with their abilities from Super Mario Bros. 2 (Luigi jumps highest, Peach floats, and Toad is fastest, with Mario being well-rounded). And of course you can unlock Rosalina, who comes equipped with the spin attack from Super Mario Galaxy. It’s a Mario platformer where you get to play as Rosalina! That alone makes it a winner (Rosalina is best girl).

Oh yeah, I almost forgot that Super Mario 3D World is also the only four-player entry in the 3D Mario canon. And unlike many games that add co-op multiplayer to a traditionally single-player formula, the level design of Super Mario 3D World compliments playing alone or with friends.

“The Koopa/Blob/Clown/Monster.”

If there’s any downside to Super Mario 3D World, it’s that the boss fights are an utter cakewalk. Yeah yeah, people claim Mario bosses tend to be easy, but the series often finds ways to make the boss battles feel creative, which makes it easy to look past a lack of difficulty. But aside from the final fight against Bowser and two other recurring bosses (a monarch snake and a Koopa/Blob/Clown/Monster), the boss fights of 3D World feel tacked on and rushed (Boom Boom should never serve as a world boss). But aside from the underwhelming boss battles, just about everything else about Super Mario 3D World is a constant barrage of fun and inspiration.

“Six years later, and the game still looks great!”

Along with gameplay and creativity, Super Mario 3D World also boasts what I consider to be the third key ingredient to a great game: a fantastic musical score. Again, the music may not quite be on Galaxy or Odyssey’s level, but 3D World still provides one of the most memorable scores in the Mario canon. Even the sound effects of the game seem to reinforce the game’s “fun at all costs” mentality.

Under my original “.5” scoring system, I awarded Super Mario 3D World a 9.0 out of 10. But now, under my current whole number system, I’ve flip-flopped between an 8 and a 9 (flip-flopping more than perhaps any other game). Unlike other games where I’ve been indecisive with its score, it’s my ‘heart’ that rates the game lower and my ‘mind’ that rates it higher. In terms of ‘heart,’ I can say I don’t feel quite as strongly for 3D World as some other games I would rate highly. After all, I gave both Red Dead Redemption 2 and 2018’s God of War a score of 8/10, as I’m trying to make that the exceptional score that most games would strive for. In that sense, 3D World makes sense with that score. But in terms of ‘mind,’ I would say that Super Mario 3D World doesn’t really have many notable faults. Aside from the boss fights and “not being as good as other Mario games,” there’s really not much to gripe about with Super Mario 3D World. As great as Red Dead 2 and God of War are – and yes, they are undeniably ‘bigger’ games than 3D World – they also have more notable flaws than Mario’s Wii U outing. Super Mario 3D World doesn’t feature an obnoxiously sidetracked trip to Guarma, for example. So I’m still undecided on which score to settle on.

As of this writing, I’ve beaten the “main game” of my current playthrough of Super Mario 3D World, and am currently playing through the post-game secret worlds. And after recently playing through lengthy games (including the aforementioned tediousness of Kingdom Hearts 3), revisiting Super Mario 3D World is exactly what I needed. Its constant sense of fun and invention, combined with its polished execution makes Super Mario 3D World an easy game to pick up and play, and a delight to revisit again and again.

Super Mario 3D World may not be the most groundbreaking Mario game, but it’s an undeniable blast from start to finish. And while my favorite Wii U game will always be Donkey Kong Country: Tropical Freeze, Super Mario 3D World is just about the only Wii U game left that hasn’t either been ported to the Nintendo Switch, or have an improved sequel for Nintendo’s hybrid console (even Super Mario Maker, once believed to be the justification of the Wii U’s gamepad, is getting a Switch sequel). So along with the Virtual Console, Super Mario 3D World is basically the reason to keep your Wii U at the ready… at least until it gets ported to the Switch.

Is Super Mario 3D World worth a replay? Oh, hell yeah!

Super Mario Odyssey’s First Anniversary!

Wow, can you believe it’s already been a year since Super Mario Odyssey brought perfection into our gaming lives?

Yes indeed, Super Mario Odyssey celebrates its first anniversary today.

“Image originally from Super Mario Odyssey’s Japanese Twitter, to celebrate the occasion.”

Of the hundreds and hundreds of video games I’ve played over the course of my life, Super Mario Odyssey is easily among the very best. It stands as one of (currently) only nine games I’ve awarded a perfect 10/10, and probably its biggest competition for the title of best game of this decade is its own predecessor, Super Mario Galaxy 2 (another of my 10/10s).

How good is Super Mario Odyssey? So good that, when I beat its story and the credits started rolling, I actually stood up and gave the game a standing ovation. You might say that doesn’t make any sense, since I just completed a video game by my lonesome and it’s not the same as a theater environment where other moviegoers could join in. But that’s just how good Odyssey is. Come to think of it, I don’t know why I didn’t mention my standing ovation in my review of the game somewhere. I don’t believe I’ve done that before with a video game, so it’s worth mentioning in regards to how much I enjoyed it.

Why is Super Mario Odyssey so good? Like all the best games that don the Super Mario name, its a non-stop barrage of creative ideas. And Odyssey might just showcase this better than any other entry in the series. From the second the game begins to well after the credits roll, Odyssey presents players with insurmountable imagination. There’s not a moment in Odyssey that isn’t utterly delightful and inventive.

Super Mario Odyssey is a game that takes elements from just about all of its predecessors, and rearranges them in such ways that it constantly feels fresh and new. Whereas most games – even exceptional ones – often present you with the long and the short of their vision within the first couple of hours and then repeat those elements for longevity, Odyssey never lets up with its restless imagination. It looks back on its peerless catalogue of predecessors not just to simply rekindle fond memories of gaming’s past, but more importantly, to reinvent the very things we love about the series.

Happy one year anniversary, Super Mario Odyssey! One of the very best experiences gaming has to offer. Keep putting smiles on faces.

Full Super Mario Odyssey review can be found here.

Super Mario Party Review

Super Mario Party is something of a bittersweet occasion. It’s mostly sweet, mind you, as this eleventh installment in the long-running series feels refreshingly like a return to form, after the past few sequels seemed to go off the rails. Super Mario Party is, in essence, what Mario Party should be: four-player multiplayer fun. The bitterness is felt in Super Mario Party’s technical restrictions, a few unfortunate gameplay limitations, and at least one element in the main mode which feels outright unfair… even by Mario Party standards. So while Super Mario Party may be a return to form for the beloved series, its shortcomings prevent it from reaching the staggering heights it otherwise may have.

“Star get!”

First and foremost, Super Mario Party resurrects the series’ classic gameplay (No more ‘party car’ nonsense). Four players face-off in a giant board game, where they compete to gain the most stars. In between turns a mini-game is played, with the winner of each mini-game claiming coins. Players primarily gain stars by purchasing them from Toadette on the game board, though there are a few other means of obtaining them.

Although the classic gameplay has returned, a few new twists have been made to the formula. Super Mario Party includes twenty playable characters (four of which need to be unlocked). While they may all play the same within the mini-games to keep things fair, each character now possesses their own special dice, in addition to the standard six-sided die that anyone can use.

“I kind of love how you can play as iconic enemies like Shy Guy, Boo, Monty Mole and a Hammer Brother.”

The character specific dice are a case of risk and reward. Shy Guy’s dice, for example, is comprised of five sides of 4 and one 0, giving him a safe chance of moving a decent number of spaces, but risking not moving at all. Meanwhile, Bowser’s dice allows him to trample all over the place with high rolls of 8, 9 and 10 spaces, but also risks landing on a 1 or losing three coins (in addition to not moving). It’s an interesting twist on the Mario Party formula, with the characters who boast the biggest advantages also having the biggest shortcomings, which not only balances things a bit, but prevents the standard dice from losing its relevance.

“Oh lord, it’s Double Dash all over again!”

There’s another interesting new element to the proceedings, as players can now gain allies by means of landing on a special space or using an item to summon them. These allies are comprised of any of the playable characters not currently in the session. Whoever you claim will not only add to your roll (allies can only roll a 1 or 2), but also give you access to that character’s dice. You can also gain multiple allies, which means that much more can be added to your rolls, and you can use that many more dice. There are even a few mini-games in which your allies can help out, which may seem unfair, but it’s the kind of “hate your friends” unfair that has always been associated with the series.

“Waluigi wins? Is it possible to use those words together in a sentence like that?”

As for the mini-games, Super Mario Party boasts no less than 80 of them. And for the most part, it’s a pretty stellar lineup. The usual four player, two-vs-two and three-vs-one mini-games return, though the battle and dueling mini-games from the series’ oldest entries are sadly still absent. The mini-games use a variety of different play methods, whether traditional button presses, motion controls, and even games with minimal interaction (like selecting objects in one of the game’s surprisingly fun memorization games). Thankfully, very few of the mini-games feel based around luck this time around, and the motion-control implementation is top-notch (one game which sees players try to jiggle candy out of a jar is the best use of physics in a video game this year).

On the downside of the game, there is one aspect that is completely luck-based: the end-game bonuses.

Yes, the old Mario Party titles also included end-game bonuses, which could turn the tide completely at the last minute, but they were consistent with what their bonuses were. Those entries rewarded the player who won the most mini-games, landed on the most green spaces, and claimed the most coins (an odd choice, considering it usually coincided with the mini-game bonus). But in Super Mario Party, the bonuses are randomly selected, as are the number of bonuses it decides to dish out at the end of a match (usually it’s two, but every so often there will be three).

In the first game I played, I managed to snag a bonus star for winning the most mini-games, but I ended up in a close second in my second game because one of my opponents got bonuses for having an ally and for moving the least spaces (why should that even warrant an award?). It was frustrating in the old Mario Parties when your friends would steal first place in the last minute thanks to the bonuses, but at least you could somewhat strategize with the knowledge of what the bonuses would be. You could try to win the most mini-games, or aim for the most coins. But here, you have no idea what the bonuses will be until they’re dished out. If the game had to have random end-game rewards, it should at least inform players what they’ll be at the start of the game, so that they can actually try working towards earning them, instead of keeping their fingers crossed.

“Hey! The Bob-omb King! Remember that guy? One of the boards revolves around him.”

Aside from that (admittedly infuriating) aspect, the classic board game play style of Mario Party is at the best it’s been since the early GameCube titles. And the excellent mini-games are the most memorable since the beloved N64 trilogy. Unfortunately, there is a strange shortage of game boards to choose from at only four. Each board is fun and finds ways to stand out, but you can’t help but wish there were more.

On the bright of things, Super Mario Party makes up for the lack of boards by providing some interesting new modes, one of which – River Survival – is actually a great alternative to the classic board game setup. If classic Mario Party is all about competition, River Survival changes things up in the name of cooperation.

“Race for your life, Shy Guy!”

In River Survival, four players work together to – as the name suggests – survive river rafting by working together. All four players paddle their oars using motion controls, with the players on the left swerving the raft right, and the players on the right swerving the raft left. Players will have to pop balloons spread throughout the river to play cooperative mini-games, which will add more time to the clock upon completion. While the number of mini-games in River Survival are limited, the river itself contains branching paths, with each path providing their own challenges. So there’s still a decent sense of variety.

The other new mode is Sound Stage, which pits players in a series of motion controlled, rhythm-based mini-games as they compete for the highest score. It’s a fun and welcome diversion, but Sound Stage lacks the heft of the classic mode and River Survival. In addition to these modes, you can always choose to play a selection of unlocked mini-games.

“Alex, I’ll take “Things Sakurai Would Never Say” for 500.”

One unavoidable aspect of Super Mario Party that might not sit well with all players is that it’s a Switch title that cannot be played in the Switch’s handheld mode. There are a few mini-games that can be played with multiple undocked Switches – which serve as cool tech demos but won’t last long – but you can’t play any of the game’s main modes in handheld form. At the very least, this is an understandable technical limitation, as the game requires players to only use a single Joycon so that it’s easier for multiple players to join in (not to mention the game brings out some creative uses in the Joycons’ motion and rumble features). But it’s obviously a limitation that won’t sit well for those who enjoy the on-the-go nature of the Switch.

A far, far less understandable restriction comes in the form of Super Mario Party’s online mode. Continuing Nintendo’s infamous trend of bizarre online decisions, Super Mario Party’s online is limited to a single mode which sees players sprint through five mini-games. Five mini-games that are on rotation from a grand total of ten.

That’s right, Mario Party finally has an online mode, but you can’t get the whole Mario Party experience with friends across the world. You’re limited to a measly ten mini-games, with only five of which being playable at a time. No board game, no River Survival, no access to the majority of mini-games.

This not only comes off as a huge downer, but also an embarrassing missed opportunity, considering Super Mario Party’s release practically coincided with the launch of Switch’s online service. Some might say that the board game matches are too lengthy, and have a higher risk of players dropping out, but I can’t see why they couldn’t limit the board games to be played with people on your friends list, and giving access to every mini-game to the broader online crowd.

“My favorite characters (minus Geno) teaming up? Yes please!”

For those who long for the glory days of Mario Party, Super Mario Party serves up a fitting return to form for the series. The classic board game style is resurrected and at full force – being muddled only by a lack of boards and the obnoxiously random end-game bonuses – and the additions of character dice and allies provide some meaningful change. The mini-games are varied and among the best the series has ever seen. The River Survival and Sound Stage modes provide some good versatility to the overall package. The game boasts simple-but-catchy music, and incredibly sharp, colorful visuals (it’s no Odyssey, but it doesn’t need to be). The single control option won’t be to everyone’s liking, but it’s the bafflingly restrictive online features that serve as the real party-pooper.

Super Mario Party is a whole lot of fun, and it’s great to see the series get back on track. But here’s hoping the Switch sees a Mario Party sequel in the not-to-distant future that expands on what Super Mario Party started, and isn’t afraid to take the entire friendship-ruining Mario Party experience online.

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